GB: "RESOGUN was one of the biggest surprises of Gamescom. Featuring rich visuals and engaging gameplay mechanics, Housemarque is set to cement their legacy when it launches on the PlayStation 4. We recently got in touch with various individuals over at Housemarque - with answers compiled by Harry Krueger, Lead Programmer of RESOGUN."
(PS4, Resogun)

People wont really grasp the concept of this till they see the physics work in action. It is truly overwhelming to see all the particles reacting with their own physics in real time. This is why parrellel processing is going to trump CPU's. The real power of PS4 is not its GDDR5 RAM, its the ALU attached to the GPU allowing it to do operations usually associated with CPUs such as physics. As powerful as the CPU is, it has nothing on the GPU.

I am not concern about whether the game uses 50% or 90%. Let the devs worry about hardware limits. What matters is as long as it meets the developers full potential and vision, that's good enough for me. The game looks beautiful for what it is.

“.. all of the geometry generation (for the cubes and levels), the physics and collisions for the cubes, the particle mayhem you unleash with your Overdrive or Bomb; all of that is being done in compute shaders. There is still plenty of CPU power left over (currently we’re cruising at around 50% CPU usage during gameplay), but with the GPU and compute shaders doing all the fireworks, we do not really even need it,”

“For example, all of the geometry generation (for the cubes and levels), the physics and collisions for the cubes, the particle mayhem you unleash with your Overdrive or Bomb; all of that is being done in compute shaders. There is still plenty of CPU power left over (currently we’re cruising at around 50% CPU usage during gameplay), but with the GPU and compute shaders doing all the fireworks, we do not really even need it,” he added.

"We are using more memory than PS3 has in total just for the flying cubes! The GPU and compute shaders are also being heavily utilized for a lot of things."

Do you not get this? this is more than just a little, freaking talking point this is showing day one what the PS4 is able to do right off the bat with dynamic physic's with not just a particle effect, they are actually cubes!

P.S They have been working on this game for over two years plus its running at 1080P 60FPS and they are using advanced functions of the GPU like Compute for example. I believe the game is pretty well optimized.

P.S.S All this information was obtained from an interview with the devs.

"It is not only a side scroller. This game is using millions of individual building blocks that break up in real time. And rendering each of them requires a lot of computing power. "

100% exactly, i do not think many are getting that point! this is showing that the PS4 is quite a robust system, for a game console. Mark and the Team over @ Sony are really showing thing's just with a free to play game that would just frankly choke the PS3's system chip, and they are doing it day one, and its a free to play game at that.

People forget not only was the PS3 VRam alot quicker than any other RAM used this gen (quicker than Xbones actually, correct ME if Im wrong there) but it could still borrow RAM from the CPU. Many believe PS3 only had 256 of VRAM but it could in fact borrow whatever was available, its just the CPU couldnt, but never seemed to be a problem as the SPU's had their own cache memory and it was the graphics that needed the lions share of RAM.

There is more to it than that with Resogun which is why it sets itself apart from the other side scrolling games of its type. Check out JackVagina (seriously why) gif and you will see why this game uses a lot of power.

They are not saying its using 8gb of RAM, they are saying they are taking advantage of the unified memory architechture, and the speed of the GDDR5 RAM. Besides, this game is using an insane amount of geometry physics and calculations, because all these tiny objects on screen are not made as low res texture meshes, but actual points with physics. This is kinda the same that the demo-scene has been doing for years and years, and it can really bring your hardware to its knees.

@ElementX: So what exactly is the standard for using the RAM might I ask?

I'm pretty sure this is a big problem with ignorant armchair developers believing a game must be like Crysis/Uncharted/GTA in order properly utilize RAM. I admit I know next to nothing about game development but I'm pretty damn sure that you can do a lot of "background" things with the RAM even if it isn't so apparently obvious - if not - confused by "optimization" process pronounced by big budget titles.

Let's assume a game like pong would need a 8 GB of RAM to render a quadrillion balls on screen, where as the PS3/360 would only render 1/16th of that. To the naked eye it seems like they're practically no difference seeing that many ball-pixels on screen but that doesn't mean the 8GB usage is automatically nullified. I'm guessing the same principle is being applied here.

So looking at it at face value and undermining the complexity of development because it a side scrolled is pretty silly. If you think designing games is a simple thing then maybe you should get a degree in game design.

You should just read the article instead of simply dismissing the technicalities that bring the gameplay youre so ready to pass off as a simple side scrolling shooter. It's pretty informative ElementX

A ton of housemarque's staff are demosceners - don't come with that kind of nonsense, these kids know how to put hardware through its paces and they know how to write tight code.

As for the game - this really rectifies the issue I always had with Defender and its clones - you never got to see much of anything unless you were right on top of it and ended up having to rely so much on the minimap. Here, with the wrap-around, you get a great view into the distance. Love it!

Read it through again and it just said 50% of the CPU. My mistake. But still this is very impressive! I can't wait to see the results the PS4 will give us in 3 years :D Especially with Cel-shaded games. Those will look AMAZING. See, this is what I call good optimization. You get more out of the hardware the more time you spend with it the more you get out of it. This game has been developed for what? 2 years now? One more thing, has Sony actually confirmed how many GB of RAM the PS4 uses for games? I'm just wondering.

There is still plenty of CPU power left over (currently we’re cruising at around 50% CPU usage during gameplay), but with the GPU and compute shaders doing all the fireworks, we do not really even need it,” he added.PS4 FTW

Yeah you probably should watch some youtube videos. Cause it's not completely a side scroller and obviously you don't have the slightest clue what your talking about because there is ALOT going on in the game play

How about actually reading the damn article. It doesnt say anywhere that it uses 8gb of ram and it says 50% of the CPU not total power. The GPU is the PS4's bread and butter not the CPU so this is even more impressive.

I wish we could ban people for not reading articles and then commenting. READ THE DAMN ARTICLE! This is what happens when you dont and you take things out of context, you make yourself look pretty dumb

I'd thought all those real-time effects, lighting and particles would use a little more but nice!

I can't wait to see what the future holds in store :D

EDIT: To everyone going (LUL Itz oanly a sreed scrollper lulz), Did you not take any notice of the effects being rendered? Honestly with all those real-time effects and such you would think it would be more!

I thinks its easy to miss why this would be hardware intensive, the most impressive stuff is actually on going at the button with the crumbling platform. The weapon effects and explosion are nice but aren't that special IMO, thats probably what most people are looking at.

Is killer instinct even 60fps....I could swear I read that it was 720p 30fps.....But then again it is double helix and they are a garbage developer....I could be wrong and it might be 60fps but I'm pretty sure it's 30fps

Keep telling yourself that an iPad can render games with this much fluidity, particle effects, let alone running it all in 1080p/60fps. You might begin to believe it. And I don't even have to mention controls.

As we've seen you're the kind of person that judges a book by its cover, and that's not a very promising trait now is it?

Depends entirely on the level. If it's in a corridor it probably would use less, since you are just looking at a wall, but out in the open the draw distance would be the same, and I would assume it would have a greater field of view being a 3rd person side scroller, which could result in more things being visible, increasing the amount of things being required to render.

I beg to differ, I say the playstation "fanboy" is the worst, always boasting about how their console is a beast and so powerful but get really defensive when pc is mentioned very similer characteristics to a bully :-)

On topic this game does look very nice with stunning effects, cant wait